30,818 research outputs found
SciTech News Volume 71, No. 2 (2017)
Columns and Reports From the Editor 3
Division News Science-Technology Division 5 Chemistry Division 8 Engineering Division 9 Aerospace Section of the Engineering Division 12 Architecture, Building Engineering, Construction and Design Section of the Engineering Division 14
Reviews Sci-Tech Book News Reviews 16
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Education Unleashed: Participatory Culture, Education, and Innovation in Second Life
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningWhile virtual worlds share common technologies and audiences with games, they possess many unique characteristics. Particularly when compared to massively multiplayer online role-playing games, virtual worlds create very different learning and teaching opportunities through markets, creation, and connections to the real world, and lack of overt game goals. This chapter aims to expose a wide audience to the breadth and depth of learning occurring within Second Life (SL). From in-world classes in the scripting language to mixed-reality conferences about the future of broadcasting, a tremendous variety of both amateurs and experts are leveraging SL as a platform for education. In one sense, this isn't new since every technology is co-opted by communities for communication, but SL is different because every aspect of it was designed to encourage this co-opting, this remixing of the virtual and the real
Spartan Daily October 7, 2009
Volume 133, Issue 21https://scholarworks.sjsu.edu/spartandaily/1289/thumbnail.jp
Design of Equipment Rack with TRIZ Method to Reduce Searching Time in Change Over Activity (Case Study : PT. Jans2en Indonesia)
Janssen is a manufacturing plant that works in furniture assembly. Component shortages often occurs, it will cause the increase of work in process (WIP) in assembly section. In previous studies, we analyze the root causes with FMEA and then it is resulted that router section is the constraint of the system. There are many non value
added activities such as searching and transportation caused by a messy condition of work places and the devices that aren’t put in the right place. The impact is that the
time allocated for every change over is higher than before. There are many components that are worked by the router section, so improvements are needed to minimize changes in over time. 5S method and the use of a new design of rack by
TRIZ method are suggested for fixing the conditions of work environment. It is expected to eliminate non value added activities and changes in over time. Result shows that we can reduce non value activities in change over of regular components up to 41% and the elimination of this time is 41,6%. The non value activities in changeover of new items is 36,6% and this elimination of time is 53,3%.
Key word : change over, kaizen, design, TRIZ metho
Living City, A Collaborative Browser-Based Massively Multiplayer Online Game
This work presents the design and implementation of our Browser-based Massively Multiplayer Online Game, Living City, a simulation game fully developed at the University of Messina. Living City is a persistent and real-time digital world, running in the Web browser environment and accessible from users without any client-side installation. Today Massively Multiplayer Online Games attract the attention of Computer Scientists both for their architectural peculiarity and the close interconnection with the social network phenomenon. We will cover these two aspects paying particular attention to some aspects of the project: game balancing (e.g. algorithms behind time and money balancing); business logic (e.g., handling concurrency, cheating avoidance and availability) and, finally, social and psychological aspects involved in the collaboration of players, analyzing their activities and interconnections
Location-based technologies for learning
Emerging technologies for learning report - Article exploring location based technologies and their potential for educatio
Spartan Daily October 27, 2009
Volume 133, Issue 30https://scholarworks.sjsu.edu/spartandaily/1297/thumbnail.jp
A guidance and evaluation approach for mHealth education applications
© Springer International Publishing AG 2017. A growing number of mobile applications for health education are being utilized to support different stakeholders, from health professionals to software developers to patients and more general users. There is a lack of a critical evaluation framework to ensure the usability and reliability of these mobile health education applications (MHEAs). Such a framework would facilitate the saving of time and effort for the different user groups. This paper describes a framework for evaluating mobile applications for health education, including a guidance tool to help different stakeholders select the one most suitable for them. The framework is intended to meet the needs and requirements of the different user categories, as well as improving the development of MHEAs through software engineering approaches. A description of the evaluation framework is provided, with its efficient hybrid of selected heuristic evaluation (HE) and usability evaluation (UE) factors. Lastly, an account of the quantitative and qualitative results for the framework applied to the Medscape and other mobile apps is given. This proposed framework - an Evaluation Framework for Mobile Health Education Apps - consists of a hybrid of five metrics selected from a larger set during heuristic and usability evaluation, the choice being based on interviews with patients, software developers and health professionals
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